Skyrim

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Jake Alaimo

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JakeAlaimo

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405 comments

  1. PistachioRaptor
    PistachioRaptor
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    Thanks for checking out my mod! I'd love to know what you think of it. Let me know in the comments!

    Update 1.1: Supported unarmed damage scaling. Punchcats and monks just got a lot more viable.

    Update 1.2: Adds support for all equip slots (even non-standard, mod-only slots), corrects some major bugs in unarmed damage improvement, significantly increases the accuracy of the improvement caps, and cleans up the atrocity that was the item improvement script.

    Update 2.0: Completely rebalances the mod. Reworks the MCM, including a new take on the weapon and armor caps. Items now progress on hit rather than on kill, allowing you to switch your gear during a fight and see all of the equipment you used benefit.

    Update 2.1: Adds equipment improvement support for up to 10 followers. Followers still insist on using that hunting bow? Hey, at least its stats will keep up.
  2. SFModder1234
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    I've been using the version put out in 2018 the whole time and it's been working great. Can I install the most recent version over that without issues? The entire reason is because the old version worked PERFECTLY and I don't feel like there's any reason to change it.
    1. JakeAlaimo
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      There’s been some major rebalancing since. I think you should be able to update without direct issues, but you should give your configurations a pass to make sure they all look good. No need to update if you don’t want to though, you may prefer the experience you’ve been running with for several years.
    2. SFModder1234
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      I updated and have noticed zero difference lol. I think On Kill is better balanced because it's easier to cheese On Hit.
    3. JakeAlaimo
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      Possibly, but I felt On Hit was necessary in order to allow you to switch your gear/magic around mid-fight and still see progress. That can be a pretty core part of people’s playstyle depending on how they’ve built their character.

      It may be harder to cheese than you think, since each NPC only has one point of progress total you can draw from them, relative to their base health. If you heal them up, they’ll still only have up to that single point to give you and you’ll stop making progress as soon as you’ve done the equivalent of their base health in damage.
  3. jacobjamir45
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    Very handy and beautiful mod. I just want to know does clothing also affect? I mean if someone tries to play as a monk fighter and all with only robes and etc. Just am curious. ❤️. But beautiful work thanks .
    1. JakeAlaimo
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      Yup, although items without an armor rating will not receive one through this process.
    2. jacobjamir45
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      Okay .Thank you very much. Endorsed. I loved your work.
  4. PlopAndFloc
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    Why Modern Brawl Bug Fix is required ?
    What it has to do with the weapons stats ?

    Can I use it without ? Because I think it interferes with some mihail mods, I have to investigate ....
    1. JakeAlaimo
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      Technical implementation detail, but you shouldn’t need it if you use the latest version. That being said, I wouldn’t expect it to conflict with any of Mihail’s mods.
    2. PlopAndFloc
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      Nice, thank you very much for your answer and for still supporting an "old" mod, take care !
  5. Havenost
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    Is there a way to reset the progression of a weapon?

    I intentionally had 2 different sets of weapons and armor, one that was insanely overpowered from progression (since I used it for 90% of the play through where I killed like over like 10K things), and one with no progression for casual exploration so I would stop 1 hitting everything.

    I stopped playing Skyrim for 5 years, and I forgot I had the script enabled in version 1.1 while I was using my casual exploration set. So now it is overpowered again.

    Is there any console commands to reset the progress? Or in the new versions is there a setting to reset? Also how would one go about properly uninstalling  and installing a new version of the mod?
    1. JakeAlaimo
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      There are no console commands or in-game functions to reset the temper of your gear. I’m not aware of any off the top of my head, but someone may have made a mod that lets you do so, and that’d be compatible with this since it uses the vanilla tempering system.

      As for upgrading, there was a significant restructuring between the 1.x and 2.x versions of the mod. You’ll probably want a clean save and to remove and replace the old version outright.
  6. DBills
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    I would love to add your mod to my list BUT..... "Spell Perk Item Distributer" doesnt seem to be updated.....   is there a work around?
    1. JakeAlaimo
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      Not sure I follow. What update are you expecting? This isn’t the Special Edition version of the game, so there haven’t been any game updates in many years and the LE version of SPID should still be working just fine. As far as I’m aware, requests for updates on the LE SPID mod page are looking for newer features added to the SE version. Since those features aren’t available in LE, neither this mod nor any other released LE mod depends on them and requires an update.

      If I’m missing something, you can still download the 2.1 version of this mod, which is functionally identical but uses the generally frowned-upon cloak technique instead of SPID.
    2. DBills
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      Nope im dumb.   I was looking for the special edition update and didnt realize it. then I forgot to come back and fix my comment.  sorry for wasting your time.    I havnt played enough since adding the mod to have anything auto upgrade so im excited for that to work as intended.   Is there a way to tell how much XP a certain item has accrued? 
    3. JakeAlaimo
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      It modifies the same values that tempering gear modifies, so you’ll see the Fine/Superior/…/Legendary suffix update as you cross the tier threshold for each item.

      If you need more fine-grained detail, you can drop the item, select it in the console, and print the temper value with ‘GetItemHealthPercent’. The default, non-upgraded value is 1.0, and every 0.1 above that is the next tier’s threshold.
  7. Dalha
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    Hello, this mod looks to be something I definitely want to use, but I have a couple questions. First, can it be combined with normal smithing ? Secondly, I'm wondering about enchanted items like Savior's Hide or such. With smithing you first need to unlock Arcane Blacksmith to improve its quality, does that become unnecessary with this mod? Thanks in advance for your reply!
    1. JakeAlaimo
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      It uses the same mechanism as smithing and so can be combined with it. Vanilla smithing is kind of like a “fast track” for progression relative to this mod. You can skip all of the progression to a certain level based on your smithing skill. From there, you can continue to build on top of that by using the gear (but keep in mind that progression gets slower the deeper you are into it).

      Enchanted items improve through use without the need for any perks or the like. Items that can’t usually be tempered also improve.
    2. Dalha
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      Wow, Gold Medal for you in Fast Reply! Thank you for the answers, I really appreciate it. I'm about to start a new playthrough and really looking forward to trying this out.
  8. Grecia300
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    Ok, so how does the mod work, and what keywords does the gear need for it to work in the CK? My armor isnt scaling at all and I wanna make sure what I got on is setup properly.
    1. JakeAlaimo
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      Every piece of gear in the game has a “health percent” property that is used to indicate temper quality. The vanilla smithing system modifies this value to improve gear. This mod works the same, modifying that value directly, except it triggers by using the gear rather than smithing it.

      This value should be adjustable for every piece of gear without any need for keywords or manual setup, even items which cannot be tempered through smithing. It’s more likely that you are missing SPID, which is a dependency as of the latest version of this mod. Without that working, your gear won’t improve.
    2. Grecia300
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      I have used the mod flawlessly for 3 years now, and I never used Spid once. If missing spid was the issue, then why hasnt this been a problem before? Thats kinda why my immediate assumption was the armor mod in question was at fault.
    3. JakeAlaimo
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      Like I said, SPID is a new dependency as of the latest version of this mod. You can use an older version if you’d prefer to not use SPID.

      This mod is several years older than SPID, so using something like that wasn’t even an option when it was first created.
    4. Grecia300
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      Ahh ok. Ye I can see how I might have updated or reinstalled the wrong version by mistake. Had a few issues with my install somewhat recently that may have prompted that. Appreciate setting me straight, I can be a fuckup at times Q_Q
  9. maevekilee
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    Does this work with bows, too? And do we really need the other mods for it? Sorry, I was using the old version(If you can remember, I was the one who complained about weapons and armor dropping randomly everywhere and suspected that your mod was the one causing it. I still love this mod, but I'm a bit apprehensive because I've just started a new playthrough and I have a lot of mods that I've only used for the first time....
    1. JakeAlaimo
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      Bows are supported. If you don’t want to use SPID, you don’t need to update to the latest version. Functionally, the mod hasn’t changed. That adjustment was just to offer a cleaner implementation. The Brawl Bug Fix is still recommended, but there’s no hard requirement there. 
    2. maevekilee
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      I have Ordinator and Imperious so I have the Brawl Bug covered. So does that mean I can install the mod without SPID and it'll still work? I'm sorry if I sound more than a little nooby, but I have no clue how SPID works. Thanks for the response!
    3. JakeAlaimo
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      Version 2.2.0 requires SPID. That’s how it distributes the ability to detect when you hit enemies. Version 2.1 uses a different method that doesn’t require SPID, so if you’d like to avoid that dependency, you can just install that version of the mod.
  10. akakda666
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    i had this mod in my load order for a while, but for whatever reason neither the mod menu nor stat changes seem to apply, do you have any idea as to what might be causing it?

    notable mods i'm using that maybe, for whatever reason, are conflicting

    ordinator
    imperious
    disparity
    apocalypse
    summermyst
    1. JakeAlaimo
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      It can take MCMs a long time to populate. You should be able to kick this process by entering "SetStage SKI_ConfigManagerInstance 1" in the console.

      To verify that the mod is actually working, your best bet is to enter "Set _SigEquipRate to 10000" in the console and then try hitting something. You should see whatever equipment you're using skyrocket in quality. If you still don't see any stat changes, let me know and I'll see if I can help further.
  11. Rulerofthesphericalband
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    Dammit! Why didn't I find this sooner?!
    1. PistachioRaptor
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      It's a shame that you appreciated my work here and then, after checking out some of my other work, felt it was appropriate to harass commenters five minutes later. I'd have hoped that even if you didn't understand why I made Pronouns, I'd have at least earned enough goodwill from you for you to not be toxic in the comments.